"Cevo" wrote:
>Where would you suggest going to try to form a team?
Where? What does it matter where? You can form it in Brooklyn or Iceland or Timbuktu - or you can have one person in each of these places. When it comes time to pitch your demo, though, you need to have that MBA and you need to go around to the game companies where they are. And you probably need to have an agent when it comes to that step. Have you sketched out a business plan yet?
>Are there programmers/artists floating around out there looking for direction/projects?
Have you read FAQ 29 yet? Actually, I think FAQ 16 is closer to where you are. (http://www.sloperama.com/advice/lesson16.htm - How to form an independent game team) But read FAQ 29 too. (http://www.sloperama.com/advice/lesson29.htm - How to form a startup game company)
But to rephrase and then answer your question from two different angles:
"Are there experienced professional programmers and artists who'd be willing to work for me on spec because this is such a great Ultimate Idea?" - No.
"Are there inexperienced aspiring programmers and artists I might be able to convince to work for me on spec because I can convince them this is such a great Ultimate Idea?" - Yes, if you're a really good salesman.
The Next Step in Online Gaming (applying a proven business model to a hot medium)
Quote:
Original post by tsloper"Are there experienced professional programmers and artists who'd be willing to work for me on spec because this is such a great Ultimate Idea?" - No.
Qualified:
If you pay them competitive salaries ( ~50-90k / year depending on geographical region) - Yes
If you aren't going to pay them or you want them to work for promised %ages of royalties - Absolutely No
-me
"Palidine" wrote:
>If you aren't going to pay them or you want them to work for promised %ages of royalties
In other words, "on spec." ("Spec" being short for "speculation.")
>If you aren't going to pay them or you want them to work for promised %ages of royalties
In other words, "on spec." ("Spec" being short for "speculation.")
-- Tom Sloper -- sloperama.com
"cevo" wrote:
>My only worry is that by that time, someone else will have put this together - like EA, or Bungie. See the thing is, the concept is almost obvious...
If it happens, it happens. You're currently not in a position to capitalize on your idea. You can work towards capitalizing on your idea, but if somebody else does it first and that puts a total stopper on your effort, at least you learned a lot through the work you did - and you'll be able to get another idea to capitalize on.
May you have the strength to change the things you can change, the serenity to accept the things you can't, and the wisdom to know the difference.
>My only worry is that by that time, someone else will have put this together - like EA, or Bungie. See the thing is, the concept is almost obvious...
If it happens, it happens. You're currently not in a position to capitalize on your idea. You can work towards capitalizing on your idea, but if somebody else does it first and that puts a total stopper on your effort, at least you learned a lot through the work you did - and you'll be able to get another idea to capitalize on.
May you have the strength to change the things you can change, the serenity to accept the things you can't, and the wisdom to know the difference.
-- Tom Sloper -- sloperama.com
**Removed my post from the cross post and brought it here**
So you do have a game, then, that demonstrates your new idea (as you have said in the linked thread)? If so, I would think that that would be your best bet, to showcase the game and point out its effectiveness as it corresponds with your new idea, because an idea may be good and all, but an example is better. And, if you're worried about your idea being taken, simply get a patent for the concept (if it hasn't already been taken) and then discussing the idea won't be so taboo.
Also, I would be interested to know what COG stands for, if you want to post that here or just PM it to me. If the idea's interesting enough, I'm sure you could find help, but not many people will jump aboard your wagon with just positive words; they need to see some proof that you have something good.
So you do have a game, then, that demonstrates your new idea (as you have said in the linked thread)? If so, I would think that that would be your best bet, to showcase the game and point out its effectiveness as it corresponds with your new idea, because an idea may be good and all, but an example is better. And, if you're worried about your idea being taken, simply get a patent for the concept (if it hasn't already been taken) and then discussing the idea won't be so taboo.
Also, I would be interested to know what COG stands for, if you want to post that here or just PM it to me. If the idea's interesting enough, I'm sure you could find help, but not many people will jump aboard your wagon with just positive words; they need to see some proof that you have something good.
Quote:
Original post by Omega147
**Removed my post from the cross post and brought it here**
So you do have a game, then, that demonstrates your new idea (as you have said in the linked thread)? If so, I would think that that would be your best bet, to showcase the game and point out its effectiveness as it corresponds with your new idea, because an idea may be good and all, but an example is better. And, if you're worried about your idea being taken, simply get a patent for the concept (if it hasn't already been taken) and then discussing the idea won't be so taboo.
Also, I would be interested to know what COG stands for, if you want to post that here or just PM it to me. If the idea's interesting enough, I'm sure you could find help, but not many people will jump aboard your wagon with just positive words; they need to see some proof that you have something good.
Or if you prefer the trite idiom: "Put up or shut up." [grin]
Quote:
Original post by Omega147
**Removed my post from the cross post and brought it here**
So you do have a game, then, that demonstrates your new idea (as you have said in the linked thread)? If so, I would think that that would be your best bet, to showcase the game and point out its effectiveness as it corresponds with your new idea, because an idea may be good and all, but an example is better. And, if you're worried about your idea being taken, simply get a patent for the concept (if it hasn't already been taken) and then discussing the idea won't be so taboo.
Also, I would be interested to know what COG stands for, if you want to post that here or just PM it to me. If the idea's interesting enough, I'm sure you could find help, but not many people will jump aboard your wagon with just positive words; they need to see some proof that you have something good.
My other post was refering to a CCG I helped developed - Fleer Sports Cards was our [not so wonderful] financial/marketing backing. (collectible card game) It is related though, in terms of backstory. (www.ophidiangames.com) I know that universe inside and out - so alot of the backstory is taken from that.
As discussed in another thread I was reading about a guy on a start up dev team, once the concept is revealed, I become pretty useless as anything but a creative and managerial force. So I admit I am a bit scared for the big reveal. As noted though, an MBA would probably give me more worth.
Again, I really appreciate the feedback.
Quote:The solution is not to hide your idea. The solution is to start developing the skills that will make you worthwhile. Success is 1% inspiration and 99% perspiration. If all you have is the idea then your worth to the project (and thus your share from it) is 1%. If you want to increase your worth then increase your skills.
Original post by Cevo70
As discussed in another thread I was reading about a guy on a start up dev team, once the concept is revealed, I become pretty useless as anything but a creative and managerial force. So I admit I am a bit scared for the big reveal.
Dan Marchant - Business Development Consultant
www.obscure.co.uk
www.obscure.co.uk
All of this said, don't think that 'creative and managerial' tasks are not vital - especially in larger teams. Personally I desparately need a managerial position (art director / lead art) filled - this revolves around specifying what artists should work on, and isn't exactly a 10 minutes, twice a week job.
If your managerial skills are your strength, make a big deal of them. If you know business (company procedures some legalities) make this known. It's all about selling yourself. Don't say 'I can't code' or 'I can't draw'. What people are interested in is what you *can* do.
If your managerial skills are your strength, make a big deal of them. If you know business (company procedures some legalities) make this known. It's all about selling yourself. Don't say 'I can't code' or 'I can't draw'. What people are interested in is what you *can* do.
Winterdyne Solutions Ltd is recruiting - this thread for details!
Quote:
Original post by _winterdyne_
It's all about selling yourself. Don't say 'I can't code' or 'I can't draw'. What people are interested in is what you *can* do.
Except, of course, that very often "I can't code, and I can't draw" translates into "but I've got this amazing idea... now move, slaves!". For most management jobs in this industry, you're expected to 'pay your dues' in some way, usually by working your way up from junior positions.
Anyways; this is all beside the point for what the poor guy asked (and it's one of the most commonly asked questions in this industry, so I'm tempted to just refere him to Tom's FAQ :) - "I've got this amazing 'secret/revolutionary/brilliant' idea, but I'm scared people will steal it". Reality is that this just doesn't happen very often; this industry is too small for that sort of thing to have any real milage. And unless you can personally fill each niche in your company, you're going to have to disclose it at some point.
As my biz partner said in another forum to the same question "Now.. if your idea turns out to be SUCCESSFULL, then expect to be cloned to death". But you can't really guard against that (dodgy method-patents aside).
So; if you have the money, or the connections, get a team together using F^3 resources (Friends, Family and Fools). Otherwise, go look in the "Help Wanted" forum, but be prepared to answer questions (including "so why is this so brilliant?" and"What's YOUR contribution to this, apart from telling everyone what to do?"). If you expect pure 'future revenue share', expect that any programmers and artists will want to influence where the product goes.
Have fun,
Allan
------------------------------ BOOMZAPTry our latest game, Jewels of Cleopatra
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